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authorMike Erwin <significant.bit@gmail.com>2016-09-17 14:54:30 +0300
committerMike Erwin <significant.bit@gmail.com>2016-09-17 14:54:30 +0300
commite21853abb9fee9936f0a2d257a5b110535f0937e (patch)
tree332bee4889f0bc6b1fd07291614550347a9f4f77 /source/blender/gpu/shaders/gpu_shader_text_vert.glsl
parent1b1275f0db85101345def817fee486beebaa6b9a (diff)
OpenGL: streamline font rendering
Ignore texture matrix in the shader, stop messing with texture matrix in BLF code. Use linear screen-space interpolation instead of perspective. Avoid redundant call to glMatrixMode.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_text_vert.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 8449c4229b3..72479401568 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -5,12 +5,12 @@
// - generic attrib inputs (2D pos, tex coord)
flat varying vec4 color;
-varying vec2 texcoord;
+noperspective varying vec2 texcoord;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
color = gl_Color;
- texcoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
+ texcoord = gl_MultiTexCoord0.st;
}